Bouncing off what Gir is saying about the metal, if you turn down the glossiness I think it will look better. In your earlier WIP shots the metal parts read more like metal. IMO, the metal on this guy is probably pretty old and worn so it shouldn't be as shiny/reflective as it is now. Maybe even add a slight bit of rust to it so you get some really nice material definition?
Thanks, I'm struggling with the translucency/sub-dermal stuff, I had a feeling it was a bit too much. It either seems too extreme or so subtle to be unnoticeable. Here's an update with all the maps I'm using in case I'm doing something wrong
I think that came out great!
I would perhaps do a different material for the inside of the skin, where the tubes are pulled through. Right now it's not really clear if those are open cuts or healed over. I'd either do some scar tissue or make a thin layer of colored upper skin and then something else underneath.
I'm not really sure if the skull is glowing from some light source inside (which would be cool, I think) or if this is simply a shift in color.
I'm in a similar position of only JUST starting to really make the leap into ZBrush...though I'm fairly new to character work in general. This is super inspiring to see and I think I'll go ahead and start my own sketchbook thread in the next few weeks too.
I think you could put a lot more love into the gloss/roughness map. Really, this is the most important texture when it comes to defining the qualities of the surface. Right now it looks like its mostly a cavity overlay with some small tweaks there. For something like skin, the roughness would be relatively even, with glossier areas where the skin is smoother or more oily (same thing really, oil fills in crevices and smooths out the surface). It looks like your roughness map is defining the convex surfaces of the skin as smoother, is there a logical reason why that would be the case?
For the metal, you could add a lot more variation in the roughness. Metal really starts to look nice with some high contrast scrapes and scuffs in the roughness.
oops, the last few posts slipped by me! I did some more work on the roughness today, the preview is in substance because my toolbag 2 trial ran out. I contacted support about my v1.5 invoice ID not working for the upgrade.
sick of it yet? I redid the metal and did a bunch of tweaks in Substance Painter then pooped him into UE4 with the help of the Polycount Hangout crew. Thanks for the help!
To be honest I liked it better without the heavy rust but that might be mainly about the colors. (Also it doesn't seem to influence the reflections/specularity too much.)
And even more subjective: I kinda liked the painted claymation metal look you had a couple of versions before.
I toned down the rust and added some more roughness variation on the right, left side is the more hand painted styled metal. I also swapped the floor out for a nice brick one
Sick of this yet? I finally coughed up the money for Toolbag 2 (I was using the trial before). I got tired of struggling with UE4 light baking making it look almost good enough but not quite. So final Frankenstein render
I think my next post will be a new thread for a new project, this balooned past a sketchbook of zbrush learning.
Replies
I would perhaps do a different material for the inside of the skin, where the tubes are pulled through. Right now it's not really clear if those are open cuts or healed over. I'd either do some scar tissue or make a thin layer of colored upper skin and then something else underneath.
I'm not really sure if the skull is glowing from some light source inside (which would be cool, I think) or if this is simply a shift in color.
I'm in a similar position of only JUST starting to really make the leap into ZBrush...though I'm fairly new to character work in general. This is super inspiring to see and I think I'll go ahead and start my own sketchbook thread in the next few weeks too.
For the metal, you could add a lot more variation in the roughness. Metal really starts to look nice with some high contrast scrapes and scuffs in the roughness.
And even more subjective: I kinda liked the painted claymation metal look you had a couple of versions before.
I think my next post will be a new thread for a new project, this balooned past a sketchbook of zbrush learning.